Recommended changes for house of Lancaster. Alternative ideas welcome!

The House of Lancaster has a unique identity and playstyle, but its passive economy and population scaling currently give it a noticeable edge over other civs. Below are three suggested balance options—any one of which could help bring the civ more in line while preserving its core strengths:

  1. Have manors consume 3 to 5 of the population space they grant

This would reduce the civ’s maximum army size in the late game. Instead of providing a full +10 population for free, manors could reserve part of that space—softening their military scaling without heavily impacting their eco utility.

  1. Limit House of Lancaster to 170 max population

Since manors provide roughly 30 villagers’ worth of free economy, this would prevent the civ from also fielding a full-cap army larger than opponents while needing fewer villagers to sustain production.

  1. Remove the +10 population bonus from manors

Manors would still generate passive food and wood, but players would need to build standard houses for population. This would slow their midgame power curve without removing their identity.

Why This Matters

Lancaster can build up to nine manors, each costing 200 wood but functioning as a house and generating ~45 wood and 60 food per minute passively. That adds up to a reliable eco that can’t be harassed like villagers. Lancaster Castle grants arrow slits to nearby manors, making early aggression or harassment extremely difficult.

As a result: House of Lancaster can run fewer villagers while sustaining strong production, freeing up more pop for military units. Other civs need a higher villager count to keep up, meaning they usually have a smaller army. The above options aim to rebalance this advantage without removing what makes the civ unique.

2 Likes

Lancaster gets passive income from manors, but other civilizations get passive income from Imperial Officials and Pilgrims and Pit Mines, income buffs from Prelate inspiration and English farms, and supplements like the Military School and Ovoo? On land, they should all be the same power level. Now, some of these, like the Military School and Ovoo, do not translate to water, so there are some balance issues there.

Manors has to cost population like feitorias in aoe2. I propose in another post that manors cost 2 population, so you adquiere free income but can’t over extent in army. another civs need 120 vills to maintain 80 soldiers, HOL could have only 80 vills or less and his army is about 120 soldiers impossible to stop.

Or reduce the buildlimit from 9 to 6.

It’s not about the passive income. It’s about fielding larger armies due to less required villagers. Other civs with passive income don’t seem to have this ability and go to at least 100 villagers. I’m not sure if the income is too much but if so its fine(that’s their identity). The problem is that they can sacrifice making villagers and get more troops instead. I’ve seen HoL stop making vils at 60 before. seems ridiculous .